Odyssey Materials Gathering: An Appeal to Frontier

Just nuke them from the ship with dumbfires. If you wait a while at a POI, pretty much any scavs that are going to arrive will arrive. There's a slim chance that you might get a late scav drop but by that time you are usually gone if you don't dally.

Reactivation missions also offer lots of mats. Again, wait a while, nuke from ship. I've never had scavs arrive at a reactivation once the power is up, again, don't dally.

Or just find someone that loves combat and let them do their thing. You are free to follow me, about the only I collect atm is power regulators and suit schematics, everything else is going begging.
 
That's useful info, thanks. I'll give abandoned powered settlements a go, if that's a thing or would I need to power them myself. Also, do you know how I would find them?
I didn't mean abandoned settlements, I mean literally walk into powered, populated settlements. Extraction settlements are great. Especially the one with a long hab building connected to the command building.
You can just walk in the door at the hab end, let the guard in the hallway scan you (while you look at him long enough for his name to appear) and continue into the dorms. The dorms never have anyone in there, at least two data ports (just watch out for those alarm bells) and over a dozen lockers to rifle through for goods and materials - bring your mav and you can just cut the goods lockers open, hab lockers are good for health monitors. Once you're done, just go back to the door you came in, wait for the guard to be at the other end of the hallway if you have stolen goods (as seen on your radar) and stroll out. No combat needed and barely any stealth.

Since you're going noncombat I'll assume you don't need to upgrade any weapons, in which case the main thing you'll want are graphene (common in hab buildings), carbon fiber plating (common in warehouse and industrial buildings), health monitors and power regulators. Aerogel... just get more graphene and trade it.
 
I don't believe any Elite Dangerous player should ever be excluded from gameplay because Frontier have decided there's only one way to do it.
If the players elects to not participate in all aspects of the game (for whatever reason) it is not Frontier excluding them, but the player's own choice. In a primarily combat focused game like ED (where anywhere within 500Ly (?) of an inhabited system can spawn pirates, some of whom shoot first rather than scan, some form of combatg is to be expected.
If you need to be quick, they're not combat free... are they.
Running is very simple, as is dodging... Isn't running away from an interdiction equally needing speed?

As Ian Doncaster & Screemonster pointed out above, all of the EDO mats can be collected from non-violent missions, although it may take some time to get all of them.
 
Just nuke them from the ship with dumbfires. If you wait a while at a POI, pretty much any scavs that are going to arrive will arrive. There's a slim chance that you might get a late scav drop but by that time you are usually gone if you don't dally.

Reactivation missions also offer lots of mats. Again, wait a while, nuke from ship. I've never had scavs arrive at a reactivation once the power is up, again, don't dally.

Or just find someone that loves combat and let them do their thing. You are free to follow me, about the only I collect atm is power regulators and suit schematics, everything else is going begging.
Yeah, I can't remember the last time I actually used my personal weapons against scavs on a mission site. I have a viper mk4 with dumbfires on it. It's pretty much impervious to small arms fire - foot weapons only have an AP of 10 despite their high DPS, so while they shred shields if you let them get close enough they only do tickle damage against hull - and even an unengineered mk4 can get a hull into four digits.

Also it can land virtually anywhere, so if you are at a site and hear a ship overhead, you can land close enough that you'll be back in your ship and off the ground before they hit dirt.
 
If you need to be quick, they're not combat free... are they. Honestly, comments such as yours are extraordinarily unhelpful. You could at least try to see things from somebody else's point of view.
If I can get in to a per building and get power on before scavs land they don't land - combat free.

If I get the panels off a crash grab the stuff and back in the SRV before scavs land - combat free.

Just remember it's not a trip to Tesco.
 
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I have a viper mk4 with dumbfires on it.
My man, you have good taste. Here's my Viper MK4 for EDO mission running. It's equipped with a pair of cytos & adv missile racks in case things get hairy.

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There's not only one way to do anything else, and as such nobody was excluded from gameplay in Horizons.
If we're talking a pure non-combat approach then the following engineers require at least some combat participation either for themselves or because an engineer earlier in the chain does:
Bubble: Ishmaak, Dekker, Sarge, Jameson, McQuinn, Jean, Turner, Vatermann, Tarquin
Colonia: Brandon, Olmanova

Before the Colonia engineers were added and fully upgraded that meant a purely non-combat player had no way to obtain (bold for ones they still can't obtain):
- armour above G1
- any life support mod at all (Dorn has G5)
- power plant G5 (Dorn has G5)
- any AFMU mods
- interdictor above G3
- HRPs above G1
- any refinery mods (Hicks has G5)
- SCBs above G1
- shield boosters above G3
- (also a bunch of weapon blueprints, let's assume they don't need them)

If we also exclude activities with a risk of needing to run away from combat (anything which involves carrying cargo, then!) - if you're happy to just accept that you take a (no cost) rebuy and lose that set of materials when the scavengers show up to a crash site, or use the shield on your G3 suit to tank them long enough to get back in your SRV/ship and run away (the surface equivalent of evading an interdiction), you can efficiently get a lot more Odyssey materials too - so really to be fair we should exclude all cargo-carrying activities as having the risk of combat, and that also means you can't unlock the following engineers:

Bubble: all of them except maybe the Dweller [1]
Colonia: all of them

...which limits you to the G5 power distributor and a few lower-grade laser upgrades you don't need.


Plus as you've already mentioned Thargoid and Guardian materials require combat (or at least being shot at) to obtain, and are required for a substantial number of tech broker unlocks including ones with non-combat uses. Under the "no carrying cargo" non-combat rule you're also not allowed to unlock most of the human tech broker options as they'll require taking cargo from a station which produces it to a different station with the tech broker.


A purely no-risk-of-combat approach was never viable in Horizons if you wanted engineered or otherwise upgraded modules. That may not matter to you personally - if you can reliably dodge interdictions, and don't count "massive overkill versus skimmers" as combat, then you can get enough of the Horizons engineers not to matter much that you're missing the rest - but then equally Odyssey is fully possible "without combat" for someone with a marginally different definition of "non-combat" to you.


[1] You'd have to get a mission cargo reward from a courier mission, use Apex to complete the courier mission without risk of combat, then have the courier mission be to a destination where that cargo is illegal and you can sell it to the black market immediately, or to a destination where the cargo will be illegal after a BGS conflict concludes, and wait in the docking bay for that to happen. And you have to do that five times to different stations. But still, technically possible so I guess this hypothetical player can have their Power Distributors...
 
To add to Ian's post above, the four Odyssey Engineers in Colonia theoretically* do not require any combat to unlock, just providing data, getting friendly with a faction or visiting settlements via APEX.

* I say theoretically as most of the data required can be obtained peacefully. Faction Associates and recipes can be downloaded from publicly available data ports. Just make sure to stand still for scanning by settlement guards to avoid being shot. IIRC digital designs may be alarmed, so mission rewards are the best way. Manufacturing Instructions can be obtained from downed satellites, preferably mission related ones. If scavs appear, log out and back in until it is safe.

I can relate to the desire to avoid combat. My newbie CMDR is combat averse, except for taking on scavs (mostly with a SRV). Really, shooting scavs with a SRV is not actual combat, more like taking candy from a baby.

The lack of up to four good mods on a suit does not exclude a CMDR from any gameplay. It just means that allowances have to be made and the game played differently. No extra backpack or improved battery capacity merely means more trips back to the SRV. Not the end of the world, is it? Just buy a suit with the mod that you really, really want. You can buy multiple suits, each with a different mod to be used as circumstances dictate.

Abandoned settlements need to be powered up, and there is a chance that one or two waves of scavs may be present or turn up.

Steve 07.
 
Because I want to, is that a good enough reason? If you want more detail, because I believe night vision, extra battery capacity, additional air capacity and other upgrades such as enhanced running time are useful for an explorer.

Those are good reasons.
But only if your exploration ship does not have a SRV, because the SRV gives you night vision (no engineering), unlimited re-supplies for your suit, and much better speed than enhanced running.

And again, if you really hate combat, just do only restore missions... and if you get Scavengers when you land, you simply get back to your ship an abandon the mission (which is a good source of Power Regulators since you get to keep them, albeit at a cost of 110k credits fine and some loss of reputation)
 
But the "good" stuff is mostoften sold out within minutes and there's nearly no way to reliably get to know who is selling what... 🤷‍♂️
You can trade with the bartenders in station and outposts, which is why suggestions were made to collect the more valuable mats like Graphene, Optical Lenses etc. Trading is a 50% markup (which beats the 6:1 from 'space' mats traders) but with the ease of gathering considerable numbers of all, without combat, trading remains a very viable, and valuable, option.
 
But the "good" stuff is mostoften sold out within minutes and there's nearly no way to reliably get to know who is selling what... 🤷‍♂️
And that is why you become very, very good friends* with FC owners who have their Odyssey gear at class 5 and are looking to help others by selling mats to them instead of to the general populace.

* Or join a squadron as most will support their members.

Steve 07.
 
You can trade with the bartenders in station and outposts, which is why suggestions were made to collect the more valuable mats like Graphene, Optical Lenses etc

I know, but SteveWW57 was talking about FC bartenders and one does not simply trade with FC bartenders... ;)

And that is why you become very, very good friends* with FC owners who have their Odyssey gear at class 5 and are looking to help others by selling mats to them instead of to the general populace.

* Or join a squadron as most will support their members.

Steve 07.

Right but that doesn't apply to "lone wolf" players, etc. ... 🤷‍♂️
 
I know, but SteveWW57 was talking about FC bartenders and one does not simply trade with FC bartenders... ;)

yea, i do wonder "what were they thinking?1" when they removed the basic trading from FC carriers bartenders

edit: corrected minor typo 😂
 
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